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The Krill
Captain

PostPosted: Wed May 24, 2006 4:54 am


Attacks

Fighter

Stage 1:
Slash
Shield

Stage 2:
Spinning slash
Protect
Dire hit

Stage 3:
Whirlwind
Guardian
Point-blank range

Ranger

Stage 1:
Arrow shot
Shield

Stage 2:
Called shot
Protect
Hunters call

Stage 3:
Dire shot
Guardian
Hunters bark

Mage

Stage 1:
Telepathy
Mind glow

Stage 2:
Beta telepathy
Sparks
Shadow puppets

Stage 3:
Gamma telepathy
Lighting
Darkness

Necromancer

Stage 1:
Blood thief
Summon: bones

Stage 2:
Blood stealth
Summon: skeleton
Blood elixer

Stage 3:
Blood stalker
Summon: bone dragon
Health of the heart

Priest

Stage 1:
Heal
Shield

Stage 2:
Healing streams
Protect
Summon: Light

Stage 3:
Heal all
Guardian
Summon: Guide
PostPosted: Wed May 24, 2006 4:57 am


Fighter

Stage 1:
Slash
Offensive. Roll one 6 sided dice to calculate damage to opponent.
Shield
Defensive. Roll one 6 sided dice. If you roll a 4 or greater, you successfuly block the next attack.

Stage 2:
Spinning slash
Offensive. Roll one 10 sided dice to calculate damage to opponent.
Protect
Defensive. Roll one 10 sided dice. If you roll a 6 or greater, you successfuly block the next attack.
Dire hit
Offensive. You automatically do 4 damage to your opponent.

Stage 3:
Whirlwind
Offensive. Roll one 20 sided dice to calculate damage to opponent.
Guardian
Defensive. Roll one 20 sided dice. If you roll a 5 or greater, you successfuly block the next attack.
Point-blank range
Offensive. You automatically do 10 damage to your opponent.

The Krill
Captain


The Krill
Captain

PostPosted: Wed May 24, 2006 4:58 am


Ranger


Stage 1:
Arrow shot
Offensive. Roll one 6 sided dice to calculate damage to opponent.
Shield
Defensive. Roll one 6 sided dice. If you roll a 4 or greater, you successfuly block the next attack.

Stage 2:
Called shot
Offensive. Roll one 10 sided dice to calculate damage to opponent.
Protect
Defensive. Roll one 10 sided dice. If you roll a 6 or greater, you successfuly block the next attack.
Hunters call
With this call you increase your chance of encountering a monster.

Stage 3:
Dire shot
Offensive. Roll one 20 sided dice to calculate damage to opponent.
Guardian
Defensive. Roll one 20 sided dice. If you roll a 5 or greater, you successfuly block the next attack.
Hunters bark
With this call you automatically encounter a monster. Can only be used once per day.
PostPosted: Wed May 24, 2006 5:01 am


Mage

Stage 1:
Telepathy
Offensive. Automatically does 3 damage to opponents with a mentality.
Mind glow
Offensive. Roll one 6 sided dice to calculate damage to opponent.

Stage 2:
Beta telepathy
Offensive. Automatically does 6 damage to opponents with a mentality.
Sparks
Offensive. Roll one 10 sided dice to calculate damage to opponent.
Shadow puppets
When you cast shadow puppets, any attack you do in the next turn, the damage calculated is doubled.

Stage 3:
Gamma telepathy
Offensive. Automatically does 10 damage to opponents with a mentality.
Lighting
Offensive. Roll one 20 sided dice to calculate damage to opponent.
Darkness
When you cast darkness, any attack you do in the next turn, the damage is tripled.

The Krill
Captain


The Krill
Captain

PostPosted: Wed May 24, 2006 5:02 am


Necromancer

Stage 1:
Blood thief
Offensive. Roll one 6 sided dice to calculate damage to opponent.
Summon: bones
Summons bones. Roll one 6 sided dice to calculate how many bones are summoned. If you roll 3 or above the bones do 5 damage. If you roll 2 or less you take 5 damage.

Stage 2:
Blood stealth
Offensive. Roll one 10 sided dice to calculate damage to opponent.
Summon: skeleton
Summons a skeleton. Roll one 10 sided dice to calculate damage. If you roll 5 or above the skeleton does 10 damage. If you roll 4 or less you take 10 damage.
Blood elixer
Heal yourself for 5HP. Can only be used once per battle.

Stage 3:
Blood stalker
Offensive. Roll one 20 sided dice to calculate damage to opponent.
Summon: bone dragon
Summons a bone dragon. Roll one 20 sided dice to calculate damage. If you roll 10 or above the dragon does 20 damage. If you roll 9 or less you take 20 damage.
Health of the heart
Heal yourself for 10HP. Can only be used once per battle.
PostPosted: Wed May 24, 2006 5:03 am


Priest

Stage 1:
Heal
Heal yourself or another player for 3HP.
Shield
Defensive. Roll one 6 sided dice. If you roll a 4 or greater, you successfuly block the next attack.

Stage 2:
Healing streams
Heal yourself or another player for 7HP.
Protect
Defensive. Roll one 10 sided dice. If you roll a 6 or greater, you successfuly block the next attack.
Summon: Light
Summons light. Negates the effect of other summons.

Stage 3:
Heal all
Heal all fighting players for 10HP.
Guardian
Defensive. Roll one 20 sided dice. If you roll a 5 or greater, you successfuly block the next attack.
Summon: Guide
Summons a guide. You will be informed what the next attacking monster will be. Can only be used once per day.

The Krill
Captain

Reply
The Rapture

 
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